Happy to work with a very cool team and contribute to the forest ray tracing project. youtu.be/RgpAc7U29BA Great collaboration with CD Projekt Red. We will open source the Vulkan sample later this year.
Happy to work with a very cool team and contribute to the forest ray tracing project. youtu.be/RgpAc7U29BA Great collaboration with CD Projekt Red. We will open source the Vulkan sample later this year.
This year at GDC, my peers Evan, Kelsey, and Richard will showcase the latest progress in the UE NvRTX branch, including LSS optimized hair strands path tracing, an area Iβve had the privilege to work on over the past couple of months.
schedule.gdconf.com/session/stat...
SER and OMM have now officially arrived in DXR 1.2! devblogs.microsoft.com/directx/shad...
Fly through of part of a Keeper level directly in the Unreal Engine editor. Part way through I turn on all of the game objects the player doesn't see -- it takes a lot to make games work.
I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book.
We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year.
The book is now available on Amazon.
Very well deserved! As Iβve said, I love how alive the world feels. In addition to the βobviousβ π next steps, Iβd love to see further enhancements to characters - specifically in facial animation and eyes.
Looking forward to seeing how the engine evolves!
Everything about making video games is harder than you think.
We've made the content and project files for our new Bonsai demo freely available, so you can run it yourself.
Download the project, a developer guide, and even a binary executable of the demo here: developer.nvidia.com/game-engines...
Today we released a new demo showcasing RTX Mega Geometry, ReSTIR PT, and DLSS all running together in our NvRTX branch of UE 5.6.
www.youtube.com/watch?v=3qyo...
Check out our webinar at 1pm EST / 10am PST
Richard, Kelsey, and I will chat about the latest updates to RTX Mega Geometry in NvRTX 5.6 and our upcoming Bonsai showcase.
Free for all. Recording available after.
Register here: nvda.ws/41BVLQR
Checking out RTX Mega Geometry in NvRTX 5.6?
Download our Zorah Sample Content pack and you'll get three scenes (including the scene in this image) made by our Lightspeed Art team specifically for RTX Mega Geometry.
Get it here: dlss.download.nvidia.com/demos/zorah/...
Happy Gamescom! We've pushed an update to NvRTX 5.6 that improves performance, adds new debugging features, and brings RTX Mega Geometry to the main branch.
Details and instructions on how to access NvRTX: developer.nvidia.com/blog/announc...
Itβs really cool to see my talk freely available for everyone. Iβm proud of the work our team accomplished, and it means a lot that itβs now accessible to a wider audience.
Huge thanks to the GDC team for putting it out there!
#AssassinsCreedShadows #GameDevelopment #GDC2025
Wow, the REAC Conference lineup is *stacked* this year! Looking forward to all the talks. enginearchitecture.org/2025.htm
So stoked the Slayer is back! Rip and Tear...until it is done. www.youtube.com/watch?v=uq8s...
Congrats Brian! Very well deserved.
A nice, visual introduction to reservoir sampling: samwho.dev/reservoir-sa...
Our #GDC25 talk on Path Tracing Nanite in UE5 is now available on YouTube: youtu.be/8AnVpcIczyk
Our #GDC25 talk on RTX Mega Geometry and how it was used in UE5 and Alan Wake 2 is now available on YouTube: www.youtube.com/watch?v=Kblm...
It's an astonishing achievement by a (relatively) small group. Keep on playing, there are great moments of levity and humor mixed in.
AC Shadows is a remarkable real-time graphics showcase. The world feels natural, alive, and I regularly find myself stopping to just watch the weather system do its thing. Screenshots don't do it justice, so go play it π.
The Zorah Sample Content is available here: developer.nvidia.com/rtx-kit
Instructions on how to access NvRTX, our branch of Unreal Engine, are here: developer.nvidia.com/game-engines...
Once you're setup, pull the nvrtx-5.4_zorah_experimental branch to try out the code.
Our #GDC25 talk "Scale Up Ray Tracing in Games with RTX Mega Geometry" is now online, free to watch for all: www.nvidia.com/en-us/on-dem...
Our #GDC25 talk "Path Tracing Nanite in NVIDIA Zorah" is now online, free to watch for all: www.nvidia.com/en-us/on-dem...
@nicolas-lopez.bsky.social FYI: the Zorah sample content is now posted (see the "Download Zorah Sample" button) developer.nvidia.com/rtx-kit/. It's a chonky download at 108GB. Enjoy π
Also, congrats and great job with AC Shadows! Iβm happy to see you all using RTXGI/DDGI-ish irradiance probes as an infinite bounce cache after the second path vertex. This is exactly what Iβve been wanting to see in (more) games since the first release of RTXGI! π₯³
Thanks, @nicolas-lopez.bsky.social! This is unintended. I think some wires may have gotten crossed. Iβll look into it and post the correct link as soon as itβs available.